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Messages - Serenity

#736
At least in A14 you can get away with venting into a reasonably large tunnel system (unless you play in a hot biome). Especially if it's connected to the outside with a door. I thought I might be able to heat my hallways that way, but I didn't even notice anything.

I also always build an airlock. And double walls for better insulation, but that's not strictly necessary.
#737
Ideas / Re: Prioritze 'Clean Room' option
August 28, 2016, 08:20:50 AM
This doesn't just matter for cleaning, but all kinds of jobs. There needs to be a tool to prioritize an entire area for work. Would also be very useful for roof building.
#738
You want the Colony Manager mod
#739
General Discussion / Re: Another topic about scars
August 24, 2016, 02:27:38 PM
Yeah, I noticed that too. If you have scars from having your torso torn up, pain makes sense. But not necessarily for having a small cut on your arm.

Maybe have small and large scars depending on the severity of the wound.
#740
The largest map sizes are already problematic because of the walking distances combined with certain geographic features like mountain ranges. For example hunting and collecting drops can cause people to be out for so long that they become miserable from hunger.
#741
Also, what base skill this tied to? I think it usually says 3 or so. Where does that number come from?
#742
General Discussion / Re: How to get megatherium wool?
August 15, 2016, 02:30:25 PM
It's kinda like growing crops. You wait for the wool to grow and when it's at 100% the animal person will come to cut it off.

Also works with other animals like muffalos.
#743
Stonecutting Tweak is definitely what you want. Something that should be in the base game.
#744
Quote
bout randomizing the colonists until you get some good ones: do you guys generally do that?  If so, I might begin doing it, too, lol.
Yes. For ages.

First get a very good doctor. Shooting doesn't matter. You don't want them in combat anyways. This is a good job to double up with research, but you can have other people doing research too. Or hope you get a researcher later in game.

Then get a get a shooter for combat and hunting.

Someone with high growth skills is also good, but you can get by with ok values. Other things that you need to cover: cooking, construction, crafting and (if you want to have a mountain base) mining. Those don't have to be experts, but it helps.

In general avoid people who can't do dumb labor and have too many restrictions. Not being able to do art is ok for example. Later on, it's ok if you pick up a great craftsman or researcher who can't do anything else. They will sit at their bench all day long. But at the beginning you need everyone being able to work.
Also keep an eye out for people prone to mental breaks. Those guys can be hard to manage.

Social helps too (prices and recruiting) but you can get by with a group of asocial dickbags.


You won't get experts in all areas, but it's very possible to cover everything important with at least decent skills and a few really good people in some choice areas. The passion flames also help. Passion means they will learn faster. Passionate cooks, growers, miners or constructors will pick up levels very quickly.
#746
General Discussion / Re: solar not working?
August 14, 2016, 04:21:50 PM
In large mountains you can also run into open sections deeper "in" the mountain. You think it's all solid rock and suddenly there are large open areas.
#747
Maybe don't use Randy. Cassandra or Phoebie on Rough were alright for me. Phoebie can be a bit boring with a long time between events, but at the beginning you have lots of stuff to do and can learn base building and the mechanics.
#748
Each of the lockers lets you only stack one item type. So you can't put an assault and a sniper rifle in one.

But I like them for the looks. And there are weapons types of which you might have multiple spares.
#749
Ah, I misunderstood. I thought the path lamp was some sort indoor analogue to the standing lamp
#750
Ideas / Re: Sanitation System
August 12, 2016, 10:44:15 AM
Quote from: ToXeye on August 12, 2016, 10:24:16 AM
The more you want your colonists to do, the more extra time is required.
That's generally true, but some things take longer than they really need to. For example the time it takes to eat a meal could be reduced if you want to squeeze out more time for other activities.